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Could someone take a look at Quest for a King?
 
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Sun Sep 07, 2003 11:40 pm    Post subject: [quote]

Or just not have that silly delay at all. That type of thing is very annoying.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Mon Sep 08, 2003 8:18 pm    Post subject: [quote]

In any case, never take anything Happy says serious, or personal for that matter. If you read enough of his posts, you'll notice he's yelling at everybody but himself as he pleases. He's deliberately not minding his words, and it's only getting worse if you go into discussion about that part of his message.
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PostPosted: Tue Sep 09, 2003 4:18 pm    Post subject: [quote]

LeoDraco wrote:
Or just not have that silly delay at all. That type of thing is very annoying.


In this case, the reason I have the delay is social engineering -- I want people to read the messages, and they are more inclined to read if it shows up little by little, rather than page by page. I know even I chose to skip dialog in games that did it page-by-page, and I LIKE to read dialog!
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PostPosted: Tue Sep 09, 2003 4:20 pm    Post subject: [quote]

Bjørn wrote:
In any case, never take anything Happy says serious, or personal for that matter. If you read enough of his posts, you'll notice he's yelling at everybody but himself as he pleases. He's deliberately not minding his words, and it's only getting worse if you go into discussion about that part of his message.


It really bugged me for a day or two, but it was short term -- I know exactly what the JRPG engine is capable of, and it's capable of more than most independantly developed game engines can claim -- it's also among a tiny handful of P*P engines that actually have gameplay attached to them (there are a couple really nice ones in QB, but the best ones almost universally are mere walkaround demos)
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Mokona
Pretty, Pretty Fairy Princess


Joined: 26 Jun 2003
Posts: 12

PostPosted: Tue Sep 09, 2003 8:23 pm    Post subject: [quote]

Quote:
In this case, the reason I have the delay is social engineering -- I want people to read the messages, and they are more inclined to read if it shows up little by little, rather than page by page. I know even I chose to skip dialog in games that did it page-by-page, and I LIKE to read dialog!


I think it's usually fine as it is, except that it's annoying when I talk to an NPC again and they repeat the same thing they said before. Same problem if you restart the game or reload and can remember all the cutscenes.

On the collision side, I think your character's collision area is too large given the sprite.
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PostPosted: Wed Sep 10, 2003 3:19 am    Post subject: [quote]

Mokona wrote:

I think it's usually fine as it is, except that it's annoying when I talk to an NPC again and they repeat the same thing they said before. Same problem if you restart the game or reload and can remember all the cutscenes.

On the collision side, I think your character's collision area is too large given the sprite.


Ah, savegames are working in the next demo. Be patient.

As for the collision detection, it is 1 pixel too large, but the huge amount of extra math needed to make it smaller(and EXPENSIVE math too: multiplies!) and the increased general complexity of the resulting algorithm make me reluctant to put it back the way it was.
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Wed Sep 10, 2003 5:09 am    Post subject: [quote]

Anonymous wrote:
LeoDraco wrote:
Or just not have that silly delay at all. That type of thing is very annoying.


In this case, the reason I have the delay is social engineering -- I want people to read the messages, and they are more inclined to read if it shows up little by little, rather than page by page. I know even I chose to skip dialog in games that did it page-by-page, and I LIKE to read dialog!


That's bunk: people aren't going to read the dialog if they quit the program from boredom caused by having to sit through long, slow text.
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Ironshanks
Wandering Minstrel


Joined: 17 Feb 2003
Posts: 134
Location: Shiner's Peak

PostPosted: Wed Sep 10, 2003 1:11 pm    Post subject: [quote]

But I usually want to jump the messages not because I skip them but because I read them faster than the scrolling.
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korndog
I wanna be a ballerina!


Joined: 03 Jun 2003
Posts: 24
Location: Texas

PostPosted: Wed Sep 10, 2003 3:51 pm    Post subject: [quote]

Consider having a scroll speed option... it's not too hard to implement, just display X characters a frame instead of what seems like 1 at the moment.

Also, you could allow the player to walk around while simple text boxes are displayed. Like if a villagers only says a few lines, you wouldn't necessarily want to stop the player's movement just to read it.
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-SJ Zero
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PostPosted: Wed Sep 10, 2003 4:01 pm    Post subject: [quote]

korndog wrote:
Consider having a scroll speed option... it's not too hard to implement, just display X characters a frame instead of what seems like 1 at the moment.

Also, you could allow the player to walk around while simple text boxes are displayed. Like if a villagers only says a few lines, you wouldn't necessarily want to stop the player's movement just to read it.


I'll have to take a look, but that sounds like a pretty good idea(the first). Before I was just getting rid of the delay when a key was pressed, but displaying two or three at a time would work well too.

As for the second, it's possible, but unbelievably complex. I'd have to set up conditions for if I were to walk over a sprite or press space in the middle of a cutscene, or I'd have to find out how to dump out of the script routine(which would be nearly impossible to do elegantly) if I start another. I'll take a look at that as well, but it might be too much work for too little reward.
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pabarry
Pretty, Pretty Fairy Princess


Joined: 29 Jun 2003
Posts: 8
Location: Ontario, Canada

PostPosted: Mon Sep 15, 2003 10:41 pm    Post subject: [quote]

I liked the game and would like to see more.

The only problems that I had were that sometimes the input was terrible (my character would walk into walls long after I let go of the arrow keys) and I would have liked it better if the text was displayed slightly faster.

The game's engine looks good (like that water and rain effect).
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-SJ Zero
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PostPosted: Wed Sep 24, 2003 6:11 pm    Post subject: [quote]

The new demo is up. It fixes the majority of the bugs I knew about (not the movement though, because whether it's even a problem is extremely debatable), and adds a few new features and some new art.
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Chingwa
I wanna be a ballerina!


Joined: 25 Sep 2003
Posts: 26

PostPosted: Fri Sep 26, 2003 1:03 am    Post subject: [quote]

Wish I could take a look, but the game doesn't seem to work through WinXP. I get to the initial presentation screen and it just sits there... no input is accepted. I finally had to force-quit the program. :( Anyone with XP able to run this?
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PostPosted: Fri Sep 26, 2003 11:31 am    Post subject: [quote]

Chingwa wrote:
Wish I could take a look, but the game doesn't seem to work through WinXP. I get to the initial presentation screen and it just sits there... no input is accepted. I finally had to force-quit the program. :( Anyone with XP able to run this?


Try running just jrpg.exe, rather than jrpg.bat

Windows XP has a terrible VM -- VBDOS barely worked when I was developing, and I had to knock my SVGA editor back to a VGA video mode just so I wouldn't get an illegal opcode error! The problem more than likely causing your error is the fact that XP really doesn't like SBMIDI. Anyway, running JRPG.EXE will solve the problem, since sbmidi won't be loaded.
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barok@home
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PostPosted: Sun Oct 05, 2003 4:29 am    Post subject: [quote]

yeah, microsoft must really regret dos, cause each version supports dos programs worse than the last. i found that no midi program will work with xp. i'm hoping to learn enough to make my own.

you have to wait at the opening message. i found that it fades in, waits about ten seconds, then fades out again.

oh, i downloaded the new version, sjzero. it's nicer, but i find that squeezing around tiles is quite frustrating... perhaps you should have pixel perfect collission instead of tile? that's my main complaint.

also, to the person who requested the movement while talking routine, here's my thoughts.

doing that would be extremely difficult. why? becaue the jrpg engine would then have to constantly calculate the npc's walking paths, draw the map, draw them, draw the text box, and scroll the text all at blazing fast speeds. it could be possible, but it would mean a big decrease in the speed of the text.

to sjzero, here are some suggestions for walking npc's.

when you have your npc, put him on a certain type of tile. (say, a sidewalk tile.) have him walk in a straight path, staying on the tile. when he reaches a fork, quickly decide whether keep on going straight or turn. when he reaches a dead end, turn around again.

scripting. have a little course for your npc in a script, then load it up. for example, it could be something like, udrludrl, etc. etc. where u means up, d down and so on. and basically have it as an endless loop.

have an npc walk in one direction for 5-10 tiles (or until he hits an unwalkable tile) then have him move in another direction for 5-10, and so on and so on. if he hits a tile that's unwalkable, then make him change direction prematurely.

third, why not implement a multikey routine? i understand that you made one (works very nicely too), so why not use it? or would too many problems arise?
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